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Telefragged


Telefragged (more recently known as AtomicGamer) has shut down. It housed a lot of my old stuff, like Quake mods, Half-Life mods, and the full Avalanche site. Those things are still available here in the file list under Resources, but you'll have to sift through and find the appropriate downloads by filename.

Marv (who hosted and maintained Telefragged in his own time for 17 years) was good enough to send me a full archive of my old site, along with an archive of The Lab Report, a Scientist Hunt fan site run by an upstanding gentleman named TriNitro. So if you're looking for anything that vanished, it's probably up here somewhere already or I've got it in an archive.


Tags: Projects

Saturn Quake


A secret level from Saturn Quake. Quake for the Sega Saturn is an interesting port. Actually, rather than really being a port at all, it's Quake completely reconstructed in the SlaveDriver engine, which is the engine also used by Lobotomy Software's console ports of PowerSlave and Duke Nukem 3D.

A few people have expressed interest in being able to recover and/or port the levels from this version of the game, so it's been sitting around on my list of games to take a look at for quite a few years now. I finally got around to taking a look at the LEV files a few weekends ago on a whim, and after a couple more weekends of chipping away at it, it's at a point where it's ready to be included in a Noesis release.

Support in Noesis is nice on its own and can facilitate porting the maps over to other engines (with a good bit of manual effort), but I also want to share all of my findings so far, mostly for the sake of posterity. Read more...


It Moved


Lightning being animated and rendered within Noesis. A lot of things have happened since I updated the actual web site here. I moved, got a new job, got married, and worked on a lot of things. I've worked on a couple of titles on the 3DS and Vita now too.

I've been wanting to work on a lot of projects in my personal time lately, but I can't seem to pull myself away from Noesis for more than a few weeks at a time. So that's what I've spent most of my spare time and energy on over the last year and a half. I've really been wanting to move over to working on a Jedi Knight 2/Jedi Academy codebase, though, and am hoping to finally get started on that soon. Read more...


Fish Scratch Fever


Zell as seen in FF8, probably enjoying some Fish Scratch Fever. It's been a while. I've been through a couple of contract projects, worked for Sony for a bit, did a bunch of stuff to Noesis, and now I'm on another contract project. I think that pretty much sums up the last 9 months.

My current project is rather cool in concept, but I can't talk about it yet. In fact, I can't go into detail about any of the professional work I've done recently. Everyone loves NDA's. That aside, however, I figured it might still be fun to go through and highlight some of the more noteworthy changes/additions that have been made to Noesis since my last update here. Read more...


Tags: Projects

Duke Nukem Forever


Duke Is Totally Takei The Duke Nukem Forever demo is out. I can't even convey how surreal it is to me to be typing those words. But anyway, I've been poking around the demo for the last couple of days, and a new version of Noesis is up now that supports extracting 5 different variants of its included .dat packages.

The picture is of the world's first (well, probably) right and proper DNF content mod, with Duke sporting his brand new Takei Pride tanktop. Noesis spits out all of the info you need to re-inject textures while it's extracting them, and I've already got a fully functional repacker that I intend to release sometime relatively soon. I've also finished hammering out the model format now, and Noesis v3.27 and later can view/export them.

Duke modelDuke model
Duke modelDuke model

The process of exporting the models is pretty simple, but requires a few steps. Here's a step by step of what you need to do. Read more...


Tags: Projects

FX Fighter


FX Fighter 2011! A few days ago, I decided to reverse engineer FX Fighter. Being a poor boy, I missed out on most of the Saturn gaming era, and FX Fighter running on my old 486 was my first actual experience with a 3D fighter outside of the arcade. So it'd been sitting on my list of games to reverse for nostalgia's sake, and I figured I'd tackle it one day, hopefully using a nice IDA Pro plugin for DOSBox integration that handled DOS4GW applications. (there is a plugin, but I've had no luck getting it to debug 32-bit DOS apps) But the urge just struck me last weekend, and I decided to go after it armed with nothing but IDA Pro and an old build of DOSBox with its debugger enabled. Now I'm going to write a whole article about the process!

This isn't so much intended to be a file spec, as it is just a direct chronicle of my experiences and findings in figuring the game's formats out, in the actual order of my work/discovery. It's like you're right there scoping through the binary with me! I'll describe all of my approaches and general methodology here, as well, so get ready to digest a lot. Read more...


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Site design and contents (c) 2009 Rich Whitehouse. Except those contents which happen to be images or screenshots containing shit that is (c) someone/something else entirely. That shit isn't really mine. Fair use though! FAIR USE!
All works on this web site are the result of my own personal efforts, and are not in any way supported by any given company. You alone are responsible for any damages which you may incur as a result of this web site or files related to this web site.